mirror of
https://github.com/ppy/osu
synced 2024-12-11 17:42:28 +00:00
120 lines
4.8 KiB
C#
120 lines
4.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObject, IApplicableToDrawableRuleset<OsuHitObject>
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{
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModStrictTracking)).ToArray();
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[SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")]
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public Bindable<bool> NoSliderHeadAccuracy { get; } = new BindableBool(true);
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[SettingSource("Apply classic note lock", "Applies note lock to the full hit window.")]
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public Bindable<bool> ClassicNoteLock { get; } = new BindableBool(true);
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[SettingSource("Always play a slider's tail sample", "Always plays a slider's tail sample regardless of whether it was hit or not.")]
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public Bindable<bool> AlwaysPlayTailSample { get; } = new BindableBool(true);
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[SettingSource("Fade out hit circles earlier", "Make hit circles fade out into a miss, rather than after it.")]
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public Bindable<bool> FadeHitCircleEarly { get; } = new Bindable<bool>(true);
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private bool usingHiddenFading;
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public void ApplyToHitObject(HitObject hitObject)
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{
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switch (hitObject)
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{
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case Slider slider:
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slider.ClassicSliderBehaviour = NoSliderHeadAccuracy.Value;
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break;
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}
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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var osuRuleset = (DrawableOsuRuleset)drawableRuleset;
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if (ClassicNoteLock.Value)
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{
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double hittableRange = OsuHitWindows.MISS_WINDOW - (drawableRuleset.Mods.OfType<OsuModAutopilot>().Any() ? 200 : 0);
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osuRuleset.Playfield.HitPolicy = new LegacyHitPolicy(hittableRange);
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}
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usingHiddenFading = drawableRuleset.Mods.OfType<OsuModHidden>().SingleOrDefault()?.OnlyFadeApproachCircles.Value == false;
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}
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public void ApplyToDrawableHitObject(DrawableHitObject obj)
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{
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switch (obj)
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{
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case DrawableSliderHead head:
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(head);
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if (ClassicNoteLock.Value)
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blockInputToObjectsUnderSliderHead(head);
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break;
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case DrawableSliderTail tail:
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tail.SamplePlaysOnlyOnHit = !AlwaysPlayTailSample.Value;
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break;
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case DrawableHitCircle circle:
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(circle);
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break;
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}
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}
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/// <summary>
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/// On stable, slider heads that have already been hit block input from reaching objects that may be underneath them
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/// until the sliders they're part of have been fully judged.
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/// The purpose of this method is to restore that behaviour.
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/// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock".
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/// </summary>
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private static void blockInputToObjectsUnderSliderHead(DrawableSliderHead slider)
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{
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var oldHitAction = slider.HitArea.Hit;
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slider.HitArea.Hit = () =>
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{
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oldHitAction?.Invoke();
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return !slider.DrawableSlider.AllJudged;
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};
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}
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private void applyEarlyFading(DrawableHitCircle circle)
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{
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circle.ApplyCustomUpdateState += (dho, state) =>
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{
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using (dho.BeginAbsoluteSequence(dho.StateUpdateTime))
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{
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if (state != ArmedState.Hit)
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{
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double okWindow = dho.HitObject.HitWindows.WindowFor(HitResult.Ok);
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double lateMissFadeTime = dho.HitObject.HitWindows.WindowFor(HitResult.Meh) - okWindow;
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dho.Delay(okWindow).FadeOut(lateMissFadeTime);
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}
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}
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};
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}
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}
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}
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